Struct rusoto_gamelift::MatchmakingConfiguration [−][src]
pub struct MatchmakingConfiguration { pub acceptance_required: Option<bool>, pub acceptance_timeout_seconds: Option<i64>, pub additional_player_count: Option<i64>, pub creation_time: Option<f64>, pub custom_event_data: Option<String>, pub description: Option<String>, pub game_properties: Option<Vec<GameProperty>>, pub game_session_data: Option<String>, pub game_session_queue_arns: Option<Vec<String>>, pub name: Option<String>, pub notification_target: Option<String>, pub request_timeout_seconds: Option<i64>, pub rule_set_name: Option<String>, }
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Fields
acceptance_required: Option<bool>
Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
acceptance_timeout_seconds: Option<i64>
Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
additional_player_count: Option<i64>
Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.
creation_time: Option<f64>
Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
custom_event_data: Option<String>
Information to attached to all events related to the matchmaking configuration.
description: Option<String>
Descriptive label that is associated with matchmaking configuration.
game_properties: Option<Vec<GameProperty>>
Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
game_session_data: Option<String>
Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
game_session_queue_arns: Option<Vec<String>>
Amazon Resource Name (ARN) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.
name: Option<String>
Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
notification_target: Option<String>
SNS topic ARN that is set up to receive matchmaking notifications.
request_timeout_seconds: Option<i64>
Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
rule_set_name: Option<String>
Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
Trait Implementations
impl Default for MatchmakingConfiguration
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impl Default for MatchmakingConfiguration
fn default() -> MatchmakingConfiguration
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fn default() -> MatchmakingConfiguration
Returns the "default value" for a type. Read more
impl Debug for MatchmakingConfiguration
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impl Debug for MatchmakingConfiguration
fn fmt(&self, f: &mut Formatter) -> Result
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fn fmt(&self, f: &mut Formatter) -> Result
Formats the value using the given formatter. Read more
impl Clone for MatchmakingConfiguration
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impl Clone for MatchmakingConfiguration
fn clone(&self) -> MatchmakingConfiguration
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fn clone(&self) -> MatchmakingConfiguration
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
impl PartialEq for MatchmakingConfiguration
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impl PartialEq for MatchmakingConfiguration
fn eq(&self, other: &MatchmakingConfiguration) -> bool
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fn eq(&self, other: &MatchmakingConfiguration) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &MatchmakingConfiguration) -> bool
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fn ne(&self, other: &MatchmakingConfiguration) -> bool
This method tests for !=
.
Auto Trait Implementations
impl Send for MatchmakingConfiguration
impl Send for MatchmakingConfiguration
impl Sync for MatchmakingConfiguration
impl Sync for MatchmakingConfiguration